Search found 17 matches

by Loki
Fri Jul 11, 2014 2:01 am
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7556

Re: "DSDoom"

The source code being a major pain in the butt to work with is pretty much the only problem I ran into. :V That may be one of the bigger understatements I've heard lately. I sometimes work on a 5-year-old fork of a decade+-old open-source C HTTP server at my job, in which the new code is mostly in ...
by Loki
Wed Jul 09, 2014 3:06 pm
Forum: Game Engines
Topic: "DSDoom"
Replies: 21
Views: 7556

Re: "DSDoom"

Hey, all. I'm one of the other devs working with Deathsong, and we appreciate the feedback a lot. I, too, spent several years learning to code at a monastery not too long ago, albeit at a different one (mine was in a little town called Claremont). Having left the monastery, I now work as a systems ...
by Loki
Mon Jul 02, 2007 6:48 pm
Forum: Editing (Archive)
Topic: Jetpack/Booster 2.0 - Help!
Replies: 5
Views: 438

Well, I have an idea that might work, assuming that byte angles are in modulo 255 (i.e. 256=0, 257=1, etc.): I could add the desired direction to the byte angle value for the player's GetActorAngle(). Here goes nothing.

EDIT: It works! Woo yay!
by Loki
Mon Jul 02, 2007 5:14 pm
Forum: Editing (Archive)
Topic: Jetpack/Booster 2.0 - Help!
Replies: 5
Views: 438

Help!

Well, I have a new problem. The upwards motion works great, but sideways not so much: It appears ThrustThing is not configured for relative motion, and always sends things to an absolute angle (i.e. press the "left" button to go west). My guess is that I'll need to create a function to compute ...
by Loki
Mon Jul 02, 2007 3:30 pm
Forum: Editing (Archive)
Topic: Jetpack/Booster 2.0 - Help!
Replies: 5
Views: 438

Thanks, that works great.
by Loki
Mon Jul 02, 2007 3:15 pm
Forum: Editing (Archive)
Topic: Jetpack/Booster 2.0 - Help!
Replies: 5
Views: 438

Jetpack/Booster 2.0 - Help!

I'm working on a jetpack item/ability inspired by Cave Story's Booster 2.0, for which I decided to use ACS (I want the player to be able to access this at any time via a keybind, and inventory items are not complex enough). I currently only have the vertical boost, which works remarkably well, but ...
by Loki
Mon Jul 02, 2007 2:31 pm
Forum: General
Topic: Major spam in the Wiki
Replies: 9
Views: 629

Ew, CAPTCHAs. I doubt the ZDoom wiki gets large numbers of registrations, so just some form of admin and moderator approval should be good enough. As annoying as CAPTCHAs may be, they are one of the only reliable ways of filtering out bots from humans. Either that, or have an approval-only editing ...
by Loki
Sun Jul 01, 2007 12:51 pm
Forum: General
Topic: Major spam in the Wiki
Replies: 9
Views: 629

Major spam in the Wiki

It must be really recent, because no one seems to have noticed, but the ZDoomWiki has been hit hard by spammers. I suggest instituting CAPTCHAs at the least, if not temporarily locking all articles. Banning IPs is not going to be even remotely useful, unfortunately, as I can guarantee that they are ...
by Loki
Sat Jun 23, 2007 10:18 pm
Forum: Editing (Archive)
Topic: Lua
Replies: 322
Views: 34493

I know I'm a bit late, but I honestly don't like the idea of using Lua; not only do I not feel comfortable reading or writing it, it seems woefully counter-intuitive at times, much in contrast to DECORATE, which has always felt very intuitive (though not always straightforward). The real problem ...
by Loki
Tue Jun 12, 2007 1:07 pm
Forum: Editing (Archive)
Topic: Getting a player's speed?
Replies: 9
Views: 1375

Wow, that was quick, thanks. An internet for you, sir.
by Loki
Tue Jun 12, 2007 12:57 pm
Forum: Editing (Archive)
Topic: Getting a player's speed?
Replies: 9
Views: 1375

Getting a player's speed?

Since there's no easy built-in way of getting the current velocity of a player (or any actor, for that matter), I've tried to come up with a couple of different ACS hacks, but none of them seem to work. Does anyone have any idea of how to do this, or better yet already have a function or script for ...
by Loki
Thu Jun 07, 2007 12:06 pm
Forum: Editing (Archive)
Topic: Getting a target's info?
Replies: 8
Views: 1187

It shouldn't be all that difficult, just a bit of a pain in the ass (I hate rewriting scripts). Hopefully, though, you have one modular damage script for everything, right?
by Loki
Tue Jun 05, 2007 7:03 pm
Forum: Resources
Topic: Harbinger 2.0
Replies: 60
Views: 9579

Wow. Awesome, and insanely difficult. I imagine getting all of the pieces to work in unison must have been a task in itself. [EDIT] Oh, I just noticed, when it got to low health, the turret underneath was in the wrong place, sticking out to the side. [/EDIT]
by Loki
Tue Jun 05, 2007 5:40 pm
Forum: Editing (Archive)
Topic: Getting a target's info?
Replies: 8
Views: 1187

As with any problem, try inventory hacks. They often work better than global variables, and you won't have the issue of retrieving the MagicDefence variable for the player only: Just have your script check the target's TID, store it as a variable, and then do a CheckActorInventory function for the ...
by Loki
Mon Jul 11, 2005 9:57 pm
Forum: Editing (Archive)
Topic: [ACS] Difficulty with GetActorProperty (APROP_Speed)
Replies: 7
Views: 411

Ummm... I wasn't entirely sure that was necessary, although it did seem to work to an extent... However, the difficulty is getting that damn GetActorProperty() function to respond when the doomguy is selected. That, and I also had a problem when I set the TID within the Thing_ChangeTID() to 0, which ...

Go to advanced search